ZealOS/docs/Demo/Games/BattleLines.CC.html
TomAwezome 6b3fd2fecb Rename abs_addres to abs_address.
Update documentation/comments to rename addr, fun, var, stmt, blk, desc, reg, seg, ptr, dup, clus, val, and bttn, to address, function, variable, statement, block, description, register, segment, pointer, duplicate, cluster, value, and button, respectively.
2021-10-06 21:35:32 -04:00

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<a name="l1"></a><span class=cF2>//Uses </span><a href="https://zeal-operating-system.github.io/ZealOS/Demo/Lectures/FixedPoint.CC.html#l1"><span class=cF4>fixed-point</span></a><span class=cF2>.</span><span class=cF0>
<a name="l2"></a>
<a name="l3"></a></span><span class=c20>
<a name="l4"></a></span><span class=c2A>
<a name="l5"></a>&lt;1&gt;/* Graphics Not Rendered in HTML */</span><span class=c20>
<a name="l6"></a>
<a name="l7"></a>
<a name="l8"></a></span><span class=c2A>
<a name="l9"></a>&lt;2&gt;/* Graphics Not Rendered in HTML */</span><span class=c20>
<a name="l10"></a>
<a name="l11"></a>
<a name="l12"></a></span><span class=c2A>
<a name="l13"></a>&lt;3&gt;/* Graphics Not Rendered in HTML */</span><span class=c20>
<a name="l14"></a>
<a name="l15"></a>
<a name="l16"></a></span><span class=c2A>
<a name="l17"></a>&lt;4&gt;/* Graphics Not Rendered in HTML */</span><span class=c20>
<a name="l18"></a>
<a name="l19"></a>
<a name="l20"></a></span><span class=c2A>
<a name="l21"></a>&lt;5&gt;/* Graphics Not Rendered in HTML */</span><span class=c20>
<a name="l22"></a>
<a name="l23"></a>
<a name="l24"></a></span><span class=cF0>#</span><span class=cF1>define</span><span class=cF0> FRAMES </span><span class=cFE>6</span><span class=cF0>
<a name="l25"></a>
<a name="l26"></a></span><span class=cF1>U8</span><span class=cF0> *imgs[FRAMES] = {</span><span class=cFA>&lt;1&gt;</span><span class=cF0>, </span><span class=cFA>&lt;2&gt;</span><span class=cF0>, </span><span class=cFA>&lt;3&gt;</span><span class=cF0>, </span><span class=cFA>&lt;4&gt;</span><span class=cF0>, </span><span class=cFA>&lt;3&gt;</span><span class=cF0>, </span><span class=cFA>&lt;2&gt;</span><span class=cF0>};
<a name="l27"></a>
<a name="l28"></a></span><span class=cF1>F64</span><span class=cF0> fire_end_time;
<a name="l29"></a>
<a name="l30"></a></span><span class=cF1>class</span><span class=cF0> Trooper
<a name="l31"></a>{
<a name="l32"></a> </span><span class=cF9>I64</span><span class=cF0> x, y, dx, dy, att, def, rng, player;
<a name="l33"></a> </span><span class=cF1>F64</span><span class=cF0> animate_time_base, fire_end_time;
<a name="l34"></a> Trooper *target;
<a name="l35"></a>};
<a name="l36"></a>
<a name="l37"></a>#</span><span class=cF1>define</span><span class=cF0> TROOPERS_NUM </span><span class=cFE>100</span><span class=cF0>
<a name="l38"></a>Trooper tr[</span><span class=cFE>2</span><span class=cF0>][TROOPERS_NUM];
<a name="l39"></a>
<a name="l40"></a></span><span class=cF1>Bool</span><span class=cF0> time_lapse = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l41"></a>
<a name="l42"></a>#</span><span class=cF1>define</span><span class=cF0> TAP_MODE_RADIUS </span><span class=cFE>50</span><span class=cF0>
<a name="l43"></a></span><span class=cF1>Bool</span><span class=cF0> tap_mode;
<a name="l44"></a>
<a name="l45"></a>#</span><span class=cF1>define</span><span class=cF0> AI_NOTHING </span><span class=cFE>0</span><span class=cF0>
<a name="l46"></a>#</span><span class=cF1>define</span><span class=cF0> AI_TARGET </span><span class=cFE>1</span><span class=cF0>
<a name="l47"></a>#</span><span class=cF1>define</span><span class=cF0> AI_RANDOM </span><span class=cFE>2</span><span class=cF0>
<a name="l48"></a>#</span><span class=cF1>define</span><span class=cF0> AI_AI_NUM </span><span class=cFE>3</span><span class=cF0>
<a name="l49"></a></span><span class=cF9>I64</span><span class=cF0> ai_mode;
<a name="l50"></a>
<a name="l51"></a></span><span class=cF9>I64</span><span class=cF0> ai_targets[</span><span class=cFE>10</span><span class=cF0>];
<a name="l52"></a>
<a name="l53"></a></span><span class=cF1>U0</span><span class=cF0> DrawTrooper(</span><span class=cF9>CTask</span><span class=cF0> *, </span><span class=cF9>CDC</span><span class=cF0> *dc, Trooper *tmpt)
<a name="l54"></a>{
<a name="l55"></a> </span><span class=cF1>U8</span><span class=cF0> *tmps;
<a name="l56"></a> </span><span class=cF9>I64</span><span class=cF0> x, y, gx, gy;
<a name="l57"></a> </span><span class=cF1>F64</span><span class=cF0> speed, tt;
<a name="l58"></a>
<a name="l59"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt-&gt;def &gt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l60"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l61"></a> x = tmpt-&gt;dx &gt;&gt; </span><span class=cFE>28</span><span class=cF0>;
<a name="l62"></a> y = tmpt-&gt;dy &gt;&gt; </span><span class=cFE>28</span><span class=cF0>;
<a name="l63"></a> speed = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0> * </span><span class=cF5>Sqrt</span><span class=cF0>(x * x + y * y);
<a name="l64"></a>
<a name="l65"></a> tt = tmpt-&gt;animate_time_base + </span><span class=cF5>tS</span><span class=cF0> * speed;
<a name="l66"></a> </span><span class=cF1>if</span><span class=cF0> (time_lapse)
<a name="l67"></a> {
<a name="l68"></a> x = (tmpt-&gt;x + </span><span class=cFE>500</span><span class=cF0> * tmpt-&gt;dx) &gt;&gt; </span><span class=cFE>32</span><span class=cF0>;
<a name="l69"></a> y = (tmpt-&gt;y + </span><span class=cFE>500</span><span class=cF0> * tmpt-&gt;dy) &gt;&gt; </span><span class=cFE>32</span><span class=cF0>;
<a name="l70"></a> }
<a name="l71"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l72"></a> {
<a name="l73"></a> x = tmpt-&gt;x.i32[</span><span class=cFE>1</span><span class=cF0>];
<a name="l74"></a> y = tmpt-&gt;y.i32[</span><span class=cFE>1</span><span class=cF0>];
<a name="l75"></a> }
<a name="l76"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt-&gt;target)
<a name="l77"></a> {
<a name="l78"></a> gx = x;
<a name="l79"></a> gy = y;
<a name="l80"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt-&gt;dx &lt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l81"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l82"></a> dc-&gt;flags |= </span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
<a name="l83"></a> </span><span class=cF5>DCSymmetrySet</span><span class=cF0>(dc, x, y, x, y + </span><span class=cFE>1</span><span class=cF0>);
<a name="l84"></a> gx -= </span><span class=cFE>13</span><span class=cF0>;
<a name="l85"></a> gy -= </span><span class=cFE>7</span><span class=cF0>;
<a name="l86"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l87"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l88"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l89"></a> dc-&gt;flags &amp;= ~</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
<a name="l90"></a> gx += </span><span class=cFE>13</span><span class=cF0>;
<a name="l91"></a> gy -= </span><span class=cFE>7</span><span class=cF0>;
<a name="l92"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l93"></a>
<a name="l94"></a> dc-&gt;color = </span><span class=cF3>BLACK</span><span class=cF0>;
<a name="l95"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x + </span><span class=cFE>1</span><span class=cF0>, y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA>&lt;5&gt;</span><span class=cF0>);
<a name="l96"></a>
<a name="l97"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpt-&gt;player)
<a name="l98"></a> dc-&gt;color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
<a name="l99"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l100"></a> dc-&gt;color = </span><span class=cF3>LTPURPLE</span><span class=cF0>;
<a name="l101"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x, y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA>&lt;5&gt;</span><span class=cF0>);
<a name="l102"></a>
<a name="l103"></a> dc-&gt;flags &amp;= ~(</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>);
<a name="l104"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpt-&gt;player)
<a name="l105"></a> dc-&gt;color = </span><span class=cF3>WHITE</span><span class=cF0>;
<a name="l106"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l107"></a> dc-&gt;color = </span><span class=cF3>LTBLUE</span><span class=cF0>;
<a name="l108"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc, gx, gy, </span><span class=cFE>0</span><span class=cF0>, tmpt-&gt;target-&gt;x.i32[</span><span class=cFE>1</span><span class=cF0>], tmpt-&gt;target-&gt;y.i32[</span><span class=cFE>1</span><span class=cF0>], </span><span class=cFE>0</span><span class=cF0>);
<a name="l109"></a> }
<a name="l110"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l111"></a> {
<a name="l112"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt-&gt;dx &lt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l113"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l114"></a> dc-&gt;flags |= </span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
<a name="l115"></a> </span><span class=cF5>DCSymmetrySet</span><span class=cF0>(dc, x, y, x, y + </span><span class=cFE>1</span><span class=cF0>);
<a name="l116"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l117"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l118"></a> dc-&gt;flags &amp;= ~</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
<a name="l119"></a> tmps = </span><span class=cF5>SpriteInterpolate</span><span class=cF0>(tt % </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>, imgs[tt % FRAMES], imgs[</span><span class=cF7>(</span><span class=cF0>tt + </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF7>)</span><span class=cF0> % FRAMES]);
<a name="l120"></a>
<a name="l121"></a> dc-&gt;color = </span><span class=cF3>BLACK</span><span class=cF0>;
<a name="l122"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x + </span><span class=cFE>1</span><span class=cF0>, y, </span><span class=cFE>0</span><span class=cF0>, tmps);
<a name="l123"></a>
<a name="l124"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpt-&gt;player)
<a name="l125"></a> dc-&gt;color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
<a name="l126"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l127"></a> dc-&gt;color = </span><span class=cF3>LTPURPLE</span><span class=cF0>;
<a name="l128"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x, y, </span><span class=cFE>0</span><span class=cF0>, tmps);
<a name="l129"></a>
<a name="l130"></a> </span><span class=cF5>Free</span><span class=cF0>(tmps);
<a name="l131"></a> dc-&gt;flags &amp;= ~(</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>);
<a name="l132"></a> }
<a name="l133"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l134"></a>}
<a name="l135"></a>
<a name="l136"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>DrawIt</span><span class=cF0>(</span><span class=cF9>CTask</span><span class=cF0> *task, </span><span class=cF9>CDC</span><span class=cF0> *dc)
<a name="l137"></a>{
<a name="l138"></a> Trooper *tmpt=tr;
<a name="l139"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, count[</span><span class=cFE>2</span><span class=cF0>],
<a name="l140"></a> x = </span><span class=cFB>mouse</span><span class=cF0>.pos.x - task-&gt;pix_left - task-&gt;scroll_x,
<a name="l141"></a> y = </span><span class=cFB>mouse</span><span class=cF0>.pos.y - task-&gt;pix_top - task-&gt;scroll_y;
<a name="l142"></a> </span><span class=cF1>Bool</span><span class=cF0> repulsive = </span><span class=cFB>mouse</span><span class=cF0>.pos.z &gt; </span><span class=cFE>0</span><span class=cF0> ^^ </span><span class=cFB>mouse</span><span class=cF0>.rb,
<a name="l143"></a> active = !</span><span class=cFB>winmgr</span><span class=cF0>.grab_scroll &amp;&amp; (</span><span class=cFB>mouse</span><span class=cF0>.lb || </span><span class=cFB>mouse</span><span class=cF0>.rb);
<a name="l144"></a>
<a name="l145"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j &lt; </span><span class=cFE>2</span><span class=cF0>; j++)
<a name="l146"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l147"></a> count[j] = </span><span class=cFE>0</span><span class=cF0>;
<a name="l148"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; TROOPERS_NUM; i++, tmpt++)
<a name="l149"></a> {
<a name="l150"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt-&gt;def &gt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l151"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l152"></a> DrawTrooper(task, dc, tmpt);
<a name="l153"></a> count[j]++;
<a name="l154"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l155"></a> }
<a name="l156"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l157"></a> </span><span class=cF1>if</span><span class=cF0> (tap_mode)
<a name="l158"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l159"></a> dc-&gt;color = </span><span class=cF3>YELLOW</span><span class=cF0>;
<a name="l160"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, x, y, TAP_MODE_RADIUS);
<a name="l161"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l162"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l163"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l164"></a> </span><span class=cF1>if</span><span class=cF0> (repulsive)
<a name="l165"></a> {
<a name="l166"></a> </span><span class=cF1>if</span><span class=cF0> (active)
<a name="l167"></a> dc-&gt;color = </span><span class=cF3>LTRED</span><span class=cF0>;
<a name="l168"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l169"></a> dc-&gt;color = </span><span class=cF3>RED</span><span class=cF0>;
<a name="l170"></a> }
<a name="l171"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l172"></a> {
<a name="l173"></a> </span><span class=cF1>if</span><span class=cF0> (active)
<a name="l174"></a> dc-&gt;color = </span><span class=cF3>LTBLUE</span><span class=cF0>;
<a name="l175"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l176"></a> dc-&gt;color = </span><span class=cF3>BLUE</span><span class=cF0>;
<a name="l177"></a> }
<a name="l178"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, x, y, </span><span class=cF5>AbsI64</span><span class=cF7>(</span><span class=cFB>mouse</span><span class=cF0>.pos.z</span><span class=cF7>)</span><span class=cF0>);
<a name="l179"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l180"></a> dc-&gt;color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
<a name="l181"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cF7>(</span><span class=cF0>task-&gt;win_right - </span><span class=cFE>8</span><span class=cF7>)</span><span class=cF0> * </span><span class=cF3>FONT_WIDTH</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF6>&quot;%03d&quot;</span><span class=cF0>, count[</span><span class=cFE>0</span><span class=cF0>]);
<a name="l182"></a> dc-&gt;color = </span><span class=cF3>LTPURPLE</span><span class=cF0>;
<a name="l183"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cF7>(</span><span class=cF0>task-&gt;win_right - </span><span class=cFE>4</span><span class=cF7>)</span><span class=cF0> * </span><span class=cF3>FONT_WIDTH</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF6>&quot;%03d&quot;</span><span class=cF0>, count[</span><span class=cFE>1</span><span class=cF0>]);
<a name="l184"></a>}
<a name="l185"></a>
<a name="l186"></a></span><span class=cF1>U0</span><span class=cF0> DoAiTarget()
<a name="l187"></a>{
<a name="l188"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
<a name="l189"></a> Trooper *tmpt1, *tmpt0;
<a name="l190"></a>
<a name="l191"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; </span><span class=cFE>10</span><span class=cF0>; i++)
<a name="l192"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l193"></a> tmpt0 = &amp;tr[</span><span class=cFE>0</span><span class=cF0>][ai_targets[i]];
<a name="l194"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j &lt; </span><span class=cFE>10</span><span class=cF0>; j++)
<a name="l195"></a> {
<a name="l196"></a> tmpt1 = &amp;tr[</span><span class=cFE>1</span><span class=cF0>][i * </span><span class=cFE>10</span><span class=cF0> + j];
<a name="l197"></a> tmpt1-&gt;dx = (tmpt0-&gt;x - tmpt1-&gt;x) &gt;&gt; </span><span class=cFE>11</span><span class=cF0>;
<a name="l198"></a> tmpt1-&gt;dy = (tmpt0-&gt;y - tmpt1-&gt;y) &gt;&gt; </span><span class=cFE>11</span><span class=cF0>;
<a name="l199"></a> }
<a name="l200"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l201"></a>}
<a name="l202"></a>
<a name="l203"></a></span><span class=cF1>U0</span><span class=cF0> UpdatePos()
<a name="l204"></a>{
<a name="l205"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
<a name="l206"></a> Trooper *tmpt = tr;
<a name="l207"></a>
<a name="l208"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j &lt; </span><span class=cFE>2</span><span class=cF0>; j++)
<a name="l209"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; TROOPERS_NUM; i++, tmpt++)
<a name="l210"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l211"></a> tmpt-&gt;x += tmpt-&gt;dx;
<a name="l212"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt-&gt;x &gt;= </span><span class=cF3>GR_WIDTH</span><span class=cF0> &lt;&lt; </span><span class=cFE>32</span><span class=cF0>)
<a name="l213"></a> tmpt-&gt;x -= </span><span class=cF3>GR_WIDTH</span><span class=cF0> &lt;&lt; </span><span class=cFE>32</span><span class=cF0>;
<a name="l214"></a>
<a name="l215"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt-&gt;x &lt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l216"></a> tmpt-&gt;x += </span><span class=cF3>GR_WIDTH</span><span class=cF0> &lt;&lt; </span><span class=cFE>32</span><span class=cF0>;
<a name="l217"></a>
<a name="l218"></a> tmpt-&gt;y += tmpt-&gt;dy;
<a name="l219"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt-&gt;y &gt;= </span><span class=cF3>GR_HEIGHT</span><span class=cF0> &lt;&lt; </span><span class=cFE>32</span><span class=cF0>)
<a name="l220"></a> tmpt-&gt;y -= </span><span class=cF3>GR_HEIGHT</span><span class=cF0> &lt;&lt; </span><span class=cFE>32</span><span class=cF0>;
<a name="l221"></a>
<a name="l222"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt-&gt;y &lt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l223"></a> tmpt-&gt;y += </span><span class=cF3>GR_HEIGHT</span><span class=cF0> &lt;&lt; </span><span class=cFE>32</span><span class=cF0>;
<a name="l224"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l225"></a>}
<a name="l226"></a>
<a name="l227"></a></span><span class=cF1>U0</span><span class=cF0> ResolveFiring()
<a name="l228"></a>{
<a name="l229"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, dd, dx, dy;
<a name="l230"></a> Trooper *tmpt = tr, *tmpt0, *tmpt1;
<a name="l231"></a>
<a name="l232"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j &lt; </span><span class=cFE>2</span><span class=cF0>; j++)
<a name="l233"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; TROOPERS_NUM; i++, tmpt++)
<a name="l234"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l235"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt-&gt;target &amp;&amp; tmpt-&gt;fire_end_time &lt; </span><span class=cF5>tS</span><span class=cF0>)
<a name="l236"></a> {
<a name="l237"></a> tmpt-&gt;target-&gt;def -= tmpt-&gt;att;
<a name="l238"></a> tmpt-&gt;fire_end_time = </span><span class=cFE>0</span><span class=cF0>;
<a name="l239"></a> tmpt-&gt;target = </span><span class=cF3>NULL</span><span class=cF0>;
<a name="l240"></a> }
<a name="l241"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l242"></a>
<a name="l243"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; TROOPERS_NUM; i++)
<a name="l244"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l245"></a> tmpt0 = &amp;tr[</span><span class=cFE>0</span><span class=cF0>][i];
<a name="l246"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j &lt; TROOPERS_NUM; j++)
<a name="l247"></a> {
<a name="l248"></a> tmpt1 = &amp;tr[</span><span class=cFE>1</span><span class=cF0>][j];
<a name="l249"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt0-&gt;def &gt; </span><span class=cFE>0</span><span class=cF0> &amp;&amp; tmpt1-&gt;def &gt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l250"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l251"></a> dx = (tmpt0-&gt;x - tmpt1-&gt;x) &gt;&gt; </span><span class=cFE>32</span><span class=cF0>;
<a name="l252"></a> dy = (tmpt0-&gt;y - tmpt1-&gt;y) &gt;&gt; </span><span class=cFE>32</span><span class=cF0>;
<a name="l253"></a> dd = dx * dx + dy * dy;
<a name="l254"></a> </span><span class=cF1>if</span><span class=cF0> (dd &lt; tmpt0-&gt;rng &amp;&amp; !tmpt0-&gt;target)
<a name="l255"></a> {
<a name="l256"></a> fire_end_time = tmpt0-&gt;fire_end_time = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>125</span><span class=cF0>;
<a name="l257"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>86</span><span class=cF0>);
<a name="l258"></a> tmpt0-&gt;target = tmpt1;
<a name="l259"></a> }
<a name="l260"></a> </span><span class=cF1>if</span><span class=cF0> (dd &lt; tmpt1-&gt;rng &amp;&amp; !tmpt1-&gt;target)
<a name="l261"></a> {
<a name="l262"></a> fire_end_time = tmpt1-&gt;fire_end_time = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>125</span><span class=cF0>;
<a name="l263"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>86</span><span class=cF0>);
<a name="l264"></a> tmpt1-&gt;target = tmpt0;
<a name="l265"></a> }
<a name="l266"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l267"></a> }
<a name="l268"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l269"></a>
<a name="l270"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> &gt;= fire_end_time)
<a name="l271"></a> </span><span class=cF5>Sound</span><span class=cF0>;
<a name="l272"></a>}
<a name="l273"></a>
<a name="l274"></a></span><span class=cF1>U0</span><span class=cF0> UpdateHumanVelocities()
<a name="l275"></a>{
<a name="l276"></a> </span><span class=cF1>F64</span><span class=cF0> intensity;
<a name="l277"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, dx, dy, d,
<a name="l278"></a> x = </span><span class=cFB>mouse</span><span class=cF0>.pos.x - </span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_left - </span><span class=cF5>Fs</span><span class=cF0>-&gt;scroll_x,
<a name="l279"></a> y = </span><span class=cFB>mouse</span><span class=cF0>.pos.y - </span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_top - </span><span class=cF5>Fs</span><span class=cF0>-&gt;scroll_y;
<a name="l280"></a> </span><span class=cF1>Bool</span><span class=cF0> active = !</span><span class=cFB>winmgr</span><span class=cF0>.grab_scroll &amp;&amp; (</span><span class=cFB>mouse</span><span class=cF0>.lb || </span><span class=cFB>mouse</span><span class=cF0>.rb);
<a name="l281"></a> Trooper *tmpt = &amp;tr[</span><span class=cFE>0</span><span class=cF0>][</span><span class=cFE>0</span><span class=cF0>];
<a name="l282"></a>
<a name="l283"></a> </span><span class=cF1>if</span><span class=cF0> (tap_mode)
<a name="l284"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l285"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; TROOPERS_NUM; i++, tmpt++)
<a name="l286"></a> {
<a name="l287"></a> dx = x - tmpt-&gt;x.i32[</span><span class=cFE>1</span><span class=cF0>];
<a name="l288"></a> dy = y - tmpt-&gt;y.i32[</span><span class=cFE>1</span><span class=cF0>];
<a name="l289"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>d = dx * dx + dy * dy</span><span class=cF7>)</span><span class=cF0> &amp;&amp; d &lt; TAP_MODE_RADIUS * TAP_MODE_RADIUS)
<a name="l290"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l291"></a> intensity = </span><span class=cF5>SqrI64</span><span class=cF0>(</span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF5>SqrI64</span><span class=cF0>(TAP_MODE_RADIUS) - d</span><span class=cF7>)</span><span class=cF0>);
<a name="l292"></a> dx = intensity * dx / d;
<a name="l293"></a> dy = intensity * dy / d;
<a name="l294"></a> tmpt-&gt;dx = tmpt-&gt;dx - dx;
<a name="l295"></a> tmpt-&gt;dy = tmpt-&gt;dy - dy;
<a name="l296"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l297"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l298"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l299"></a> tmpt-&gt;dx -= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>2</span><span class=cF0> * tmpt-&gt;dx;
<a name="l300"></a> tmpt-&gt;dy -= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>2</span><span class=cF0> * tmpt-&gt;dy;
<a name="l301"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l302"></a> }
<a name="l303"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l304"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (active)
<a name="l305"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l306"></a> j = </span><span class=cFE>400000000</span><span class=cF0> * </span><span class=cFB>mouse</span><span class=cF0>.pos.z;
<a name="l307"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFB>mouse</span><span class=cF0>.rb)
<a name="l308"></a> j =-j;
<a name="l309"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; TROOPERS_NUM; i++, tmpt++)
<a name="l310"></a> {
<a name="l311"></a> dx = x - tmpt-&gt;x.i32[</span><span class=cFE>1</span><span class=cF0>];
<a name="l312"></a> dy = y - tmpt-&gt;y.i32[</span><span class=cFE>1</span><span class=cF0>];
<a name="l313"></a> </span><span class=cF1>if</span><span class=cF0> (d = dx * dx + dy * dy)
<a name="l314"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l315"></a> dx = j * dx / d;
<a name="l316"></a> dy = j * dy / d;
<a name="l317"></a> tmpt-&gt;dx = tmpt-&gt;dx - dx;
<a name="l318"></a> tmpt-&gt;dy = tmpt-&gt;dy - dy;
<a name="l319"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l320"></a> }
<a name="l321"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l322"></a>}
<a name="l323"></a>
<a name="l324"></a></span><span class=cF1>U0</span><span class=cF0> Init()
<a name="l325"></a>{
<a name="l326"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, dx, dy;
<a name="l327"></a> Trooper *tmpt;
<a name="l328"></a>
<a name="l329"></a> </span><span class=cF5>MouseSet</span><span class=cF0>(,, </span><span class=cFE>25</span><span class=cF0>);
<a name="l330"></a> tap_mode = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l331"></a> time_lapse = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l332"></a> fire_end_time = </span><span class=cFE>0</span><span class=cF0>;
<a name="l333"></a> </span><span class=cF5>MemSet</span><span class=cF0>(tr, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>tr</span><span class=cF7>)</span><span class=cF0>);
<a name="l334"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; </span><span class=cFE>10</span><span class=cF0>; i++)
<a name="l335"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l336"></a> ai_targets[i] = </span><span class=cF5>RandU16</span><span class=cF0> % TROOPERS_NUM;
<a name="l337"></a> dx = </span><span class=cF5>RandI32</span><span class=cF0>;
<a name="l338"></a> dy = </span><span class=cF5>RandI32</span><span class=cF0>;
<a name="l339"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j &lt; </span><span class=cFE>10</span><span class=cF0>; j++)
<a name="l340"></a> {
<a name="l341"></a> tmpt = &amp;tr[</span><span class=cFE>0</span><span class=cF0>][i * </span><span class=cFE>10</span><span class=cF0> + j];
<a name="l342"></a> tmpt-&gt;x = (</span><span class=cF3>GR_WIDTH</span><span class=cF0> - </span><span class=cFE>100</span><span class=cF0> - i * </span><span class=cFE>10</span><span class=cF0>) &lt;&lt; </span><span class=cFE>32</span><span class=cF0>;
<a name="l343"></a> tmpt-&gt;y = (</span><span class=cF3>GR_HEIGHT</span><span class=cF0> &gt;&gt; </span><span class=cFE>1</span><span class=cF0> - </span><span class=cFE>50</span><span class=cF0> + j * </span><span class=cFE>10</span><span class=cF0>) &lt;&lt; </span><span class=cFE>32</span><span class=cF0>;
<a name="l344"></a> tmpt-&gt;att = </span><span class=cFE>3</span><span class=cF0>;
<a name="l345"></a> tmpt-&gt;def = </span><span class=cFE>10</span><span class=cF0>;
<a name="l346"></a> tmpt-&gt;rng = </span><span class=cFE>50</span><span class=cF0> * </span><span class=cFE>50</span><span class=cF0>;
<a name="l347"></a> tmpt-&gt;animate_time_base = </span><span class=cFE>10</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>;
<a name="l348"></a> tmpt-&gt;player = </span><span class=cFE>0</span><span class=cF0>;
<a name="l349"></a>
<a name="l350"></a> tmpt = &amp;tr[</span><span class=cFE>1</span><span class=cF0>][i * </span><span class=cFE>10</span><span class=cF0> + j];
<a name="l351"></a> tmpt-&gt;x = (</span><span class=cFE>100</span><span class=cF0> + i * </span><span class=cFE>10</span><span class=cF0>) &lt;&lt; </span><span class=cFE>32</span><span class=cF0>;
<a name="l352"></a> tmpt-&gt;y = (</span><span class=cF3>GR_HEIGHT</span><span class=cF0> &gt;&gt; </span><span class=cFE>1</span><span class=cF0> - </span><span class=cFE>50</span><span class=cF0> + j * </span><span class=cFE>10</span><span class=cF0>) &lt;&lt; </span><span class=cFE>32</span><span class=cF0>;
<a name="l353"></a> </span><span class=cF1>if</span><span class=cF0> (ai_mode == AI_RANDOM)
<a name="l354"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l355"></a> tmpt-&gt;dx = dx;
<a name="l356"></a> tmpt-&gt;dy = dy;
<a name="l357"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l358"></a> tmpt-&gt;att = </span><span class=cFE>3</span><span class=cF0>;
<a name="l359"></a> tmpt-&gt;def = </span><span class=cFE>10</span><span class=cF0>;
<a name="l360"></a> tmpt-&gt;rng = </span><span class=cFE>50</span><span class=cF0> * </span><span class=cFE>50</span><span class=cF0>;
<a name="l361"></a> tmpt-&gt;animate_time_base = </span><span class=cFE>10</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>;
<a name="l362"></a> tmpt-&gt;player = </span><span class=cFE>1</span><span class=cF0>;
<a name="l363"></a> }
<a name="l364"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l365"></a> ai_mode = </span><span class=cF5>RandU16</span><span class=cF0> % AI_AI_NUM;
<a name="l366"></a>}
<a name="l367"></a>
<a name="l368"></a></span><span class=cF1>U0</span><span class=cF0> BattleLines()
<a name="l369"></a>{
<a name="l370"></a> </span><span class=cF9>CMenuEntry</span><span class=cF0> *tmpse;
<a name="l371"></a>
<a name="l372"></a> </span><span class=cF5>MenuPush</span><span class=cF0>( </span><span class=cF6>&quot;File {&quot;</span><span class=cF0>
<a name="l373"></a> </span><span class=cF6>&quot; Abort(,CH_SHIFT_ESC);&quot;</span><span class=cF0>
<a name="l374"></a> </span><span class=cF6>&quot; Exit(,CH_ESC);&quot;</span><span class=cF0>
<a name="l375"></a> </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l376"></a> </span><span class=cF6>&quot;Play {&quot;</span><span class=cF0>
<a name="l377"></a> </span><span class=cF6>&quot; Restart(,'\n');&quot;</span><span class=cF0>
<a name="l378"></a> </span><span class=cF6>&quot; TimeLapse(,'1');&quot;</span><span class=cF0>
<a name="l379"></a> </span><span class=cF6>&quot; TapMode(,'2');&quot;</span><span class=cF0>
<a name="l380"></a> </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l381"></a> );
<a name="l382"></a>
<a name="l383"></a> </span><span class=cF5>SettingsPush</span><span class=cF0>; </span><span class=cF2>//See </span><a href="https://zeal-operating-system.github.io/ZealOS/System/TaskSettings.CC.html#l3"><span class=cF4>SettingsPush</span></a><span class=cF0>
<a name="l384"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;text_attr = </span><span class=cF3>GREEN</span><span class=cF0> &lt;&lt; </span><span class=cFE>4</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0>;
<a name="l385"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
<a name="l386"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
<a name="l387"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
<a name="l388"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
<a name="l389"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
<a name="l390"></a> Init;
<a name="l391"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;draw_it = &amp;</span><span class=cF5>DrawIt</span><span class=cF0>;
<a name="l392"></a> </span><span class=cF5>PopUpOk</span><span class=cF0>(</span><span class=cF6>&quot;The mouse wheel controls\n&quot;</span><span class=cF0>
<a name="l393"></a> </span><span class=cF6>&quot;the command force.\n&quot;</span><span class=cF0>
<a name="l394"></a> </span><span class=cF6>&quot;Attract or repel with\n&quot;</span><span class=cF0>
<a name="l395"></a> </span><span class=cF6>&quot;left or right button.\n\n&quot;</span><span class=cF0>);
<a name="l396"></a>
<a name="l397"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;win_inhibit = </span><span class=cF3>WIG_TASK_DEFAULT</span><span class=cF0> - </span><span class=cF3>WIF_SELF_FOCUS</span><span class=cF0> - </span><span class=cF3>WIF_SELF_BORDER</span><span class=cF0> - </span><span class=cF3>WIF_FOCUS_TASK_MENU</span><span class=cF0>;
<a name="l398"></a> </span><span class=cF1>try</span><span class=cF0>
<a name="l399"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l400"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
<a name="l401"></a> {
<a name="l402"></a> </span><span class=cF1>switch</span><span class=cF0> (</span><span class=cF5>CharScan</span><span class=cF0>)
<a name="l403"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l404"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'1'</span><span class=cF0>:
<a name="l405"></a> time_lapse = !time_lapse;
<a name="l406"></a> tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>-&gt;cur_menu, </span><span class=cF6>&quot;Play/TimeLapse&quot;</span><span class=cF0>);
<a name="l407"></a> tmpse-&gt;checked = time_lapse;
<a name="l408"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l409"></a>
<a name="l410"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'2'</span><span class=cF0>:
<a name="l411"></a> tap_mode = !tap_mode;
<a name="l412"></a> tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>-&gt;cur_menu, </span><span class=cF6>&quot;Play/TapMode&quot;</span><span class=cF0>);
<a name="l413"></a> tmpse-&gt;checked = tap_mode;
<a name="l414"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l415"></a>
<a name="l416"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
<a name="l417"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
<a name="l418"></a> </span><span class=cF1>goto</span><span class=cF0> wg_done;
<a name="l419"></a>
<a name="l420"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
<a name="l421"></a> Init;
<a name="l422"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l423"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l424"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>40</span><span class=cF0>);
<a name="l425"></a> </span><span class=cF1>if</span><span class=cF0> (ai_mode == AI_TARGET)
<a name="l426"></a> DoAiTarget;
<a name="l427"></a> UpdateHumanVelocities;
<a name="l428"></a> UpdatePos;
<a name="l429"></a> ResolveFiring;
<a name="l430"></a> }
<a name="l431"></a>wg_done:
<a name="l432"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l433"></a> </span><span class=cF1>catch</span><span class=cF0>
<a name="l434"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
<a name="l435"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
<a name="l436"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
<a name="l437"></a>}
<a name="l438"></a>
<a name="l439"></a>BattleLines;
</span></pre></body>
</html>